This list is the result of my month long experimentation with the new stonescar cards. I wanted to share it as the results is a better combination of fun and good than I expected.
The deck plays the "jund" game: you 1 for 1 everything your opponent does and then you either close the game out with a single unanswered threat, or seal it with a 4 for 1
Smuggler's Stash.
The list is an evoution of the old Stonescar Mauler, adapted to include the new toys from FoA: merchant and the tribute mechanic.
The tribute mechanic expecially is great in stonescar: you have two excellent card possessing the mechanic in
Jawbone Greatsword and
Jekk, Lone Gun and the ways to activate it in combust, devour and
Chairman's Contract.
Jawbone Greatsword is the key card in letting us play
Smuggler's Stash, the card which covers the card advantage weakness stonescar had.
Power level wise, I would say the deck is in the middle of t2-3. Aggro and midrange matchups are great, control is even, but charge rod and praxis token are pretty bad and it hurts the deck winrate.
Happy playing!
Shine
Card choices:
Chairman's Contract this card is the best, yet unreliable, tribute activator. It is the only way to activate the greatsword on 4 or jekk on six. It also fuels the smuggler's stash.
Smuggler's Stash: this card is the key to all the midrange matchups. I play one main and one in the market, as is dead against aggro, and usually market for it, but I don't know if this is the correct distribution.
Vicious Highwayman: the card is incredible against all the time deck running x/1 and all the aegis around. I play 4 of it and only 2 maiden since I usually take the maiden from the market.
Matchups:
The deck is made in order to trump aggro and midrange deck. The good matchup features any kind of aggro and time midrange.
The bad matchups are token decks. Praxis token is expecially hard if the have an obelisk out, but winnable otherwise. Rod decks are also pretty bad.
Control and removal pile is about even. Against feln and unitless control jawbone greatsword expecially guarantess some free win by just playing it on 4 and smashing face with it.
On the Market:
With all the card draw in the deck, you usually get 2 shots at the market every game. The first one is usually statuary maiden: insane vs aggro and a good follow up after the t3 merchant.
After that, i take the smuggler's against midrange and control and combust against aggro. Combust with the merchant is a guaranteed removal, yet is a 2 for 1.
I removed the
Flamestoker, as the deck usually wins against the deck it is good against thanks to the jawbone greatswords.
I really like the madness package. Before this deck, I was playing a terrible stonescar reanimator list with the first flame, and somehow the madness package alone was keeping me alive up to the late game. In this deck it is also necessary as you need the combust to trigger tribute.